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Where to go next

The tracks and what each one is for, so you can stop reading in order and start reading what you need.

All documentation β€” Start here
On this page

The rest of this documentation is not meant to be read in order. Each track answers one kind of question; pick the one you have.

Concepts β€” why it is shaped this way

Read these once. They are shared with the Unity plugin, because the shape is the same.

Playing β€” you are drawing a story

The integration, in the order you will hit it.

The generated assets and code β€” you are wondering where something came from

Media β€” you are wondering where the pictures and the sound went

  • Where synced media lands β€” the folder a sync imports into, the index it writes beside the assets, and what a rename does to a project that already shipped. This is where the files ARE; Loading media in Reference is how you turn a step’s reference into one at play time.

The plugin’s tools β€” something looks wrong while the game plays

  • The Story Debugger β€” where the story playing in the editor is, its variables, what it played, and a jump to any node.

Authoring β€” you are telling a writer what reaches a build

Extending β€” you want your own code to run when a sync finishes

  • Running your own code after a sync β€” the two editor-module delegates that fire when a sync and its generation end, for validation, custom imports or generation of your own.

Reference β€” you are looking something up

The sample

TaleShard > Open Sample opens the plugin’s sample level in place: a TaleShard Story actor and a command handler that prints every command it receives, playing your own synced story on the plugin’s dialogue screen, with no C++. It is for looking at and playing, not for copying: your own level needs only a TaleShard Story actor.

Written for
Unity developers
Last updated